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Jab's Builds: 2nd Edition Stuff (Kept in Reserve)

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Postby Jabroniville » Tue Jan 01, 2008 10:42 pm

Thanks, Thorpocalypse! Here's a list of the remaining builds to do, shortened considerably since the last time, but still full of nearly sixty guys.

All-Stars:
Air Wave I
Batman I
Black Canary I
Bulletgirl
Captain Triumph
Commander Steel I
Dr. Fate I
Dr. Occult
Flying Fox
Fury I
Green Lantern I
The Guardian I
Hawkman I
Hawkgirl I
Hippolyta
Johnny Thunder
Liberty Belle I
Manhunter II
Merlin
Merry, Girl of 1,000 Gimmicks
Minute-Man
Mr. America I
Mr. Scarlet
Mr. Terrific I
Neptune Perkins
Phantom Eagle
Red Tornado I
Robin I
Robotman I
Sargon
Shining Knight
The Spectre
Superman I
Tarantula
Tigress
Tsunami
Wonder Woman I
Zatara

Freedom Fighters:
Black Condor I
The Jester
Max Mercury
Miss America
Plastic Man
The Ray I
Uncle Sam


Modern-Day Successors:
Atom-Smasher
Hawkman I
Liberty Belle II
Cyclone
Uncle Sam
Green Lantern I
Jakeem Thunder
Hawkgirl II
Citizen Steel
Air Wave II
Black Condor II
Mr. America II
Mr. Terrific II
The Ray II
Dr. Fate II
Black Canary II
Captain Marvel
Black Adam
Power Girl

Eventually, I'll run into Build #300 while doing this, so I'll probably make that one of the 'big ones' (Superman I or Billy Batson or something). Obviously, I've been doing a mix of old and modern guys, with "Originals" being fielded alongside their successors and modern selves (ie. Wildcat I's build preceeds Wildcat II & III, followed by Wildcat I in his modern incarnation), and that'll continue. I've also tried to have a healthy mix of "Lame" and "Big-Name" guys, to avoid spamming tons of crap guys nobody cares about at once, and hording all the 'big' builds till the end, both of which lead to boring stretches, and the latter making all the big builds seem less impressive by jamming them all in at once.

I've also kept pretty close to my ideals in terms of PLs so far:
PL 6- Generic, silly, or joke characters, including some of the detective type 'guy in a suit' people. (Firebrand I, The Whip, Tor, The King, Neon the Unknown)
PL 7- Slightly tougher 'human-level' guys and weak powered heroes (Fireball, Dr. Mid-Nite I, Crimson Avenger I)
PL 8- Effective heroes of the age with powers, exceptional fighter heroes (Wildcat I Golden Age, Jay Garrick, Firebrand II, Amazing Man)
PL 9- Getting up there in power, the better Golden Age guys, slightly weaker Modern heroes (Atom I, Judomaster, Dr. Mid-Nite III, Stargirl)
PL 10- Your "Average" heroes of modern times, with experience. Super-powerful Golden Age heroes (Damage, Hourman II, Sandman IV)

PL 7
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Postby Libra » Wed Jan 02, 2008 11:22 am

I must say Jabronville that you've done a jolly good job so far! :D

(Although the sheer size of your "To Do" list intimidate me and I'm not even doing anything with it! :shock: )
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Postby Jabroniville » Wed Jan 02, 2008 12:41 pm

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NEPTUNE PERKINS- 1940s
PL 7 (91)

ST 24 (+7) DEX 16 (+3) CON 20 (+5) INT 12 (+1) WIS 12 (+1) CHA 14 (+2)

Skills:
Acrobatics 4 (+7)
Handle Animal 6 (+7)
Notice 6 (+7)
Sense Motive 5 (+6)
Survival 7 (+8.)

Feats:
Animal Empathy

Powers:
Swimming 6 (Feats: Environmental Adaptation- Underwater) [6]
Immunity 3 (Drowning, Cold, Pressure) [3]
Super-Strength 2 [4]
Communication (Mental) 8 (Flaws: Limited- Undersea Creatures Only) [4]

Saves:
Toughness +5, Fortitude +6, Reflex +5, Will +4

Combat:
Attack +6, Damage +6, Defense +6, Initiative +3

Drawbacks:
Weakness (Being Without Saltwater/Out of Costume) [-2]

Abilities: 38 / Skills: 28--7/ Feats: 1 / Powers: 17 / Saves: 6 /Combat: 24 /Drawbacks: -2 (91)

-Neptune Perkins was created to be the "Aquaman" filler in the Squadron via the Young All-Stars series, even though Aquaman had only appeared in a couple stories by that point. Created in a Hawkman story in the 40s, he's basically just Aquaman but slightly different. Most comic fans will know him better as the guy who got bit in half during Infinite Crisis #3 by a shark-man than by anything else. His relationship with fellow All-Star Tsunami ended in one of those bizarre downer stories (she cheated on him and they broke up) that show up frequently for no reason in comics; I mean, what was the harm in a happy ending for two loser characters? Oh well, here's Neptune.

-Standard weak PL 7 guy, lacking the accuracy to even be fully worth his power level in offense. He gets some physical gifts for his undersea capability, but not much. I basically just took Aquaman I and dropped off a bunch of stuff. Oddly enough, he's only 20 points cheaper than the way better Aquaman.
Last edited by Jabroniville on Sat Nov 14, 2009 12:17 am, edited 1 time in total.
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Postby Jabroniville » Wed Jan 02, 2008 1:30 pm

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SHINING KNIGHT (Sir Justin/Justin Arthur)- 1940s
PL 8 (127)

ST 16 (+3) DEX 14 (+2) CON 20 (+5) INT 10 WIS 16 (+3) CHA 14 (+2)

Skills:
Bluff 4 (+6)
Diplomacy 4 (+6)
Handle Animal 5 (+7)
Intimidate 5 (+7)
Notice 6 (+9)
Ride 14 (+16)
Sense Motive 4 (+7)
Stealth 4 (+6)
Survival 6 (+9)

Feats:
Accurate Attack, Attack Specialization (Sword), Dodge Focus 2, Equipment 2 (Armour), Fast Overrun, Improved Critical 2 (Sword), Improved Disarm, Improved Sunder, Power Attack, Sidekicks 30 (Squire, Winged Victory), Takedown Attack

Powers:
"Magical Sword" Device 2(easy to lose) [6]
Strike 4 (Feats: Mighty) (Extras: Penetrating) (9)

Saves:
Toughness +5 (+7 Armour), Fortitude +7, Reflex +6, Will +6

Combat:
Attack +7 (+9 Sword), Damage +3 (+7 Sword), Defense +6 (+8 Dodge), Initiative +2

Abilities: 30 / Skills: 52--13/ Feats: 43 / Powers: 6/ Saves: 9 /Combat: 26 (127)

-Sir Justin is kind of a misnomer in the DCU. Originally a Golden Age character, his unique appearance has allowed him to live on throughout the years and eras, in spite of never really being that important to any story. He was on the Seven Soldiers of Victory, and disappeared along with the rest, but now kicks around in the modern era at his normal age. Past storylines retcon him into a relationship with the second Firebrand (Dannette), give his Squire a job with the Young All-Stars and have ol' Percy siring a legacy of heroes that nobody cares about, but poor Justin kinda just hangs around looking cool in background shots. Quick, flip through Crisis and see how many of the 'big group poses' that Perez loves to draw have ol' Shining Knight kicking around right up front like an epic hero, even though he doesn't say or do ANYTHING. See, a big-ass horse with wings is so visually large and epic-looking that he gets to cover up a SWATH of the room, so you don't have to draw more guys :). What's funny is that with all those appearances (and the JLU toon making him a recurring character), he still never gets much respect: He's still just a guy with a sword and a winged horse, which isn't really more terrifying than any powered hero. He's never gonna score the final blow to a huge villain or anything, but as long as there's DC, there'll be Sir Justin kicking around the background of big fights.

-Standard PL 8 guy, more accurate than damaging, as he's strictly a 'human melee guy' and all. Obviously, a guy with TWO sidekicks is gonna crank up the points however, taking a massive 30 point chunk via that method. Without them, he's a mere 100 points and a much less effective fighter. Annoyingly enough, this is the THIRD time I've had to stat a freaking winged horse; Dani Moonstar has one, She-Ra has one, and now it's Winged Victory. Thankfully, I could just take off some Valkyrie-type stuff off of Brightwind and just re-post the same build for Justin's horse. Squire is just a simple 'young boy' sidekick build with some knight-centric stuff and the Immunity powers that he apparently has (Immune to Swords? REALLY? How does THAT work?)


WINGED VICTORY
PL 7 (90)
ST 16/24 (+3/+7) DEX 18 (+4) CON 20/24 (+5/+7) INT 4 (-3) WIS 16 (+3) CHA 8 (-1)

Skills:
Notice 8 (+11)

Feats:

Powers:
Growth 4 (Feats: Innate) (Flaws: Permanent) [9]
Protection 1 [1]
Speed 3 [3]
Super-Senses 2 (Extended Vision, Low-Light Vision) [2]
Flight 4 (Feats: Manueverabilty- Good) (Drawback: Power Loss- Wings) [8]

Saves:
Toughness +7 (+9 Protection), Fortitude +9, Reflex +7, Will +6

Combat:
Attack +8 (+7 Size), Damage +7, Defense +7 (+6 Size), Initiative +4

Drawbacks:
No Hands [-4]
Mute [-4]

Abilities: 34 / Skills: 8--2/ Feats: 0/ Powers: 23 / Saves: 8/ Combat: 30 /Drawbacks: -8 (90)


THE SQUIRE (Percy Sheldrake)- 1940s
PL 5 (57)
ST 12 (+1) DEX 14 (+2) CON 12 (+1) INT 10 WIS 12 (+1) CHA 10

Skills:
Notice 4 (+5)
Sense Motive 4 (+5)
Stealth 4 (+6)

Feats:
Accurate Attack, Attack Specialization (Sword), Dodge Focus 2, Equipment 2 (Sword), Improved Disarm, Improved Trip

Powers:
"Squire Armour" Device 2 (hard to lose) [8]
Protection 3 (3)
Immunity 10 (Light Damage, Swords) (Flaws: Half-Effect) (5)

Saves:
Toughness +1 (+4 Armour), Fortitude +4, Reflex +5, Will +4

Combat:
Attack +4 (+6 Sword), Damage +1 (+4 Sword), Defense +5 (+7 Dodge), Initiative +2

Abilities: 10 / Skills: 12--3/ Feats: 8 / Powers: 8 / Saves: 10 /Combat: 18 (57)
Last edited by Jabroniville on Sat Nov 14, 2009 12:22 am, edited 2 times in total.
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Postby JackGiantkiller » Wed Jan 02, 2008 3:18 pm

Gonna do the girl version from Morrison's Seven Soldier's of Victory?

Nice work, Jab. Almost makes me wanna do conversions. Almost.
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Postby Jabroniville » Wed Jan 02, 2008 6:43 pm

Probably not, since I didn't read the series. Plus, if I stat HER, then I have to stat every OTHER character from that, and if I start doing every guy descended from the Golden Age heroes, I would be at this for five years :).
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Postby Libra » Thu Jan 03, 2008 12:42 pm

Another good place to get a taste of Sir Justin: Patriot Act, an episode of the Bruce Timm Justice League Unlimited series.
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Postby Jabroniville » Fri Jan 04, 2008 12:59 pm

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MINUTE-MAN (Jack Weston)- 1940s
PL 7 (87)

ST 14 (+2) DEX 16 (+3) CON 16 (+3) INT 12 (+1) WIS 14 (+2) CHA 14 (+2)

Skills:
Acrobatics 5 (+8.)
Bluff 4 (+6)
Drive 4 (+7)
Notice 6 (+8.)
Profession (Soldier) 8 (+9)
Search 3 (+5)
Stealth 6 (+9)

Feats:
Accurate Attack, Beginner's Luck, Defensive Roll 2, Dodge Focus 2, Equipment 2 (Soldier's Rifle), Evasion, Improved Defense, Improved Disarm

Saves:
Toughness +3 (+5 D.Roll), Fortitude +6, Reflex +6, Will +5

Combat:
Attack +9, Damage +2, Defense +7 (+9 Dodge), Initiative +3

Abilities: 26 / Skills: 36--9/ Feats: 11 / Powers: 0 / Saves: 9 /Combat: 32 (87)

-Minute-Man's another Fawcett hero, basically a soldier with a patriot riff (and a fancy American Flag dress-shirt!). Obviously a Captain America riff, he's had little modern showcasing save for "The Power of Shazam" past stuff and an offscreen death in the first JSA arc, as the patriot-themed heroes were murdered by Vandal Savage. His link to the Squadron is essentially retroactive even moreso than the Squadron's existence themselves (he was intro'd AFTER the series ended as a Squadron member).
-Minute-Man's a standard fighty hero, being PL 7 only defensively (PL 6 offensively), and hardly much more than a minor threat.
Last edited by Jabroniville on Sat Nov 14, 2009 12:31 am, edited 1 time in total.
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Postby Jabroniville » Fri Jan 04, 2008 1:12 pm

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RED TORNADO I (Mathilda "Ma" Hunkel)- 1940s
PL 4 (50)

ST 16 (+3) DEX 10 CON 16 (+3) INT 10 WIS 16 (+3) CHA 10

Skills:
Bluff 4 (+4)
Disguise 3 (+3)
Intimidate 6 (+6)
Knowledge (Streetwise) 4 (+4)
Profession (Housewife) 4 (+4)
Sense Motive 3 (+6)

Feats:
Attack Focus (Melee) 2, Power Attack, Sidekick 2 (The Cyclone Kids- as two Kids with extra Att/Def)

Saves:
Toughness +3, Fortitude +6, Reflex +2, Will +6

Combat:
Attack +3 (+5 Melee), Damage +3, Defense +4, Initiative +0

Abilities: 18 / Skills: 24--6/ Feats: 5 / Powers: 0 / Saves: 7 /Combat: 14 (50)

-The original Red Tornado has one of the awesomest hero names ever, so it's kinda funny that they tossed it on a one-time joke character, a chunky, bulky widow with a good right hook. Her one and only link to the JSA is a joke-panel in the first appearance, where an accident with her costume causes her to miss the first meeting. This TINY LITTLE GAG resulted in her being linked to the team off-and-on for years, including getting an Earth-1 counterpart (the android elemental Red Tornado II), and finally in the modern era, she's the curater of the JSA museum, with the explanation that she was an FBI informant for all the time she's been gone. Her granddaughter Maxine now exists as a legacy hero. Quite the distance covered for a joke character from almost 70 years ago.

-Ma Hunkel's hardly a severe threat to most super-villains, but most thugs would want to think twice. She's big, slow and not full of Combat Feats or anything, but she's got a good enough punch to KO your average henchman.
Last edited by Jabroniville on Sat Nov 14, 2009 12:35 am, edited 1 time in total.
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Postby Libra » Sat Jan 05, 2008 9:18 am

She makes a mean plate of cookies though. :wink:
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Postby Jabroniville » Sat Jan 05, 2008 9:44 am

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CYCLONE (Maxine Hunkel)- Modern Day
PL 10 (82)

ST 10 DEX 14 (+2) CON 12 (+1) INT 22 (+6) WIS 10 CHA 8 (-1)

Skills:
Computers 4 (+10)
Knowledge (Earth Sciences) 4 (+10)

Feats:
Attack Specialization (Wind) 2, Dodge Focus 3

Powers:
"Wind Witch"
Air Control 10 (Feats: Indirect) [24]
AP: Air Blast 7
AP: Tornado 5
AP: Wind
Flight 5 (Extras: Affects Others) [15]

Saves:
Toughness +1, Fortitude +3, Reflex +5, Will +3

Combat:
Attack +2 (+6 Air Blast), Damage +0 (+7 Air Blast, +10 Wind Trip), Defense +3 (+6 Dodge), Initiative +2

Abilities: 16 / Skills: 8--4/ Feats: 5 / Powers: 39 / Saves: 8 /Combat: 10 (82)

-Originally created by Alex Ross for Kingdom Come, Geoff Johns had Maxine Hunkel in mind before the two combined their characters into one whole, creating Cyclone. Taking the place of the early Star-Spangled Kid in the team (ie. the annoying teenage girl), as Stargirl had grown into quite the heroine, Maxine was shown very early to be REALLY ANNOYING, talking a million miles a minute, outcasting herself from other people, and giving her a case of bad depression, with even the JSA barely tolerating her. She's also shown as having a serious case of Stargirl-hero-worship going on, though so far in my reading Courtney hasn't minded overly much. This is kind of funny when you consider that they're contemporaries (Stargirl's in college now too, I believe). The artist seems to be alternating between 'gawky' Maxine, and then showing her as extremely gorgeous when she smiles and stuff (it must be the lips and freckles), but then, JSA is currently gifted with one of the best artists in all of comics, Dale Eaglesham. The verdict's still out on this one of many 'newbie' legacy heroes coming out of the woodwork in the new JSA, but I'm looking forward to the future.

-Like most of the newbies, Maxine's got very little control or combat skill, but she has a pretty massive power level (she's been stated as having the ability to create an F-5 Tornado) that's not quite ready to be tapped by such insecure hands. Though her "Tornado" AP isn't nearly as powerful as implied, I'm gonna leave that up to Extra Effort-ish fluff for storyline purposes, and leave her base power levels as slightly lower. Note that she's only PL 10 insofar as her Air Control can trip people like a PL 10 can as an area effect, whereas her Air Blast (her best damaging effect) is only at PL 7 levels. Her extremely high IQ has been stated several times as well, though she has no real focus of her knowledge; it's just general intelligence. Therefore, she's got little in the way of skills for now, but could likely become a Skillmonkey archetype in the future.
Last edited by Jabroniville on Sat Nov 14, 2009 12:36 am, edited 1 time in total.
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Postby Jabroniville » Sun Jan 06, 2008 7:54 pm

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MISS AMERICA (Joan Dale)- 1940s
PL 8 (101)

ST 12 (+1) DEX 14 (+2) CON 14 (+2) INT 14 (+2) WIS 12 (+1) CHA 12 (+1)

Skills:
Bluff 4 (+5)
Diplomacy 6 (+7)
Disguise 5 (+6)
Investigate 3 (+4)
Notice 5 (+6)
Sense Motive 5 (+6)
Stealth 4 (+6)

Feats:
Dodge Focus 2, Improved Defense, Improved Initiative

Powers:
"Molecular Transmutation"
Transform 8 (Objects to Objects) [40]

Saves:
Toughness +2, Fortitude +5, Reflex +5, Will +4

Combat:
Attack +6, Damage +1 (+8 Transform), Defense +6 (+8 Dodge), Initiative +1

Abilities: 16 / Skills: 32--8/ Feats: 4 / Powers: 40 / Saves: 9 /Combat: 24 (101)

-Miss America went from an obscure character nobody'd ever heard of to being part of possibly one of the most convoluted stories in comics history. See, Miss Joan Dale was a briefly-appearing hero in Military Comics for like seven issues, but vanished into such obscurity that nobody challenged Timely Comics when they released a character of the same name shortly thereafter. Roy Thomas, of course, brought her back and stuck her on the Freedom Fighters squad of Quality's concepts. It would've ended there, had the Crisis not altered DC's continuity, thus requiring someone to replace Wonder Woman in the JSA's old adventures. Retroactively, MISS AMERICA was placed in that role, despite having none of Diana's powers, and nowhere near enough fame to make her 'worthy' of such a boost. But then Hippolyta travels back in time and ends up on the JSA, thus RE-FITTING those JSA adventures with a "Wonder Woman". This, of course, makes Miss America's position VERY dubious, as I'm pretty sure she was supposed to have been on the team during it's earliest adventures, while Hippolyta was not, but modern-day DC continuity makes NO mention of her JSA days, and instead fits her back on the Freedom Fighters full-time, so I think it's safe to say she's back where she belongs- obscurity. She's also notable for having the most retardedly powerful ability ever for a character portrayed as a third-stringer, but then, the 1940s was hardly the time where you'd expect comic writers to have knowledge of molecular physics.

-Statting her's pretty easy, as she's a fairly weak hero with one powerful ability. She couldn't do anything to living beings and she had a finite timeline for her abilities, but she could basically turn stuff into other stuff. Obviously this is way more powerful than a 1940s writer would showcase, but flashbacks show her turning guns into flowers and tanks into other stuff, so she's actually got some retro-oomph to her abilities.
Last edited by Jabroniville on Sat Nov 14, 2009 12:38 am, edited 1 time in total.
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Postby Jabroniville » Sun Jan 06, 2008 8:40 pm

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JOHNNY THUNDER- 1940s
PL 14 (66)

ST 10 DEX 12 (+1) CON 12 (+1) INT 10 WIS 10 CHA 8 (-1)

Skills:
Bluff 6 (+5)
Diplomacy 3 (+2)
Notice 3 (+3)

Feats:
Dodge Focus 2, Evasion, Improved Defense, Improved Initiative, Luck 5

Powers:
"Thunderbolt Pen" Device 10 (easy to lose) (Drawbacks: Power Loss- "Say You!" -3) [27]
Summon Minion 12 (Extras: Fanatical, Heroic)-- 48 pp

Saves:
Toughness +1, Fortitude +4, Reflex +3, Will +5

Combat:
Attack +3, Damage +0, Defense +4 (+6 Dodge), Initiative +1

Abilities: 2 / Skills: 12--3/ Feats: 10 / Powers: 27 / Saves: 10 /Combat: 14 (66)

-Johnny Thunder is one of those ideas best left to light-hearted adventure strips, joke things, and stuff that isn't dependent entirely on drama. See, the guy didn't have much success in his earliest appearances (though JSA-bound, he quickly found himself drummed out by his own female rival/object of affection, the Black Canary), and subsequent revivals of him and his concept have left writers with NOTHING but trouble. While a cute gift to have an all-power genie who can do your every command, but only with SPECIFIC commands, such a thing tends to be problematic when your big villain can be defeated by saying "Hit the villain with an atomic bomb". As such, you tend to see Johnny Thunder written out of most epic stories, as the Big Concept of the Thunderbolt kind of gets dumb after a while. So big cross-overs would have Johnny & the T-Bolt in the background, aiding magicians (like in the Crisis) or something, but the rest of the time, he's got little to do. They eventually ended up giving him Alzheimer's and basically killing him off, only to have him 'die' in an epic Ultra-Humanite storyline in modern times, and merge with his Thunderbolt into a composite being. In spite of his unwriteable quality, he ended up with a successor in Jakeem (JJ) Thunder, who finds himself in similar predicaments to Johnny. All in all, not a BAD character, just one that doesn't fit in well in super-hero comic books.

-Considering his power levels, it's almost impossible to imagine Johnny Thunder being one of the cheapest JSA guys to build. But then, when his key power is essentially locked up in a Summoned Minion ability, which is in ITSELF locked up in a Device that's easy to lose, despite two Extras you end up shaving a dramatic FOURTY points (word to the wise to GMs: Watch out for powers that let you drop your cost twice by 'double dipping' your points-reducers like Summon, Minion, or Device) off of your total! Johnny's pretty simple: he's a simple-minded dork who's used to getting out of the way of things, but is incredibly lucky. The Thunderbolt is obviously tougher, since he doesn't have alot of base powers, but at the same point can fly ALL the time, obviously doesn't need to sleep or do anything like that, and can't be killed outright very easily either. So he gets a blanket Variable Power to carry all the times he shoots lightning, fries people, turns stuff into other stuff, etc. He'd actually amazingly be PL 8 without the fact that he can use Area effects with VP, since his Att/Def is so low (really, the guy is USELESS without instruction, and is usually best suited to goon-sweeping). But hey, in a pinch, he can just add Enhanced Attack Bonus if he needs to, based off of Johnny's wishes.

EDIT-- Fixed Summon Minion as per Taliesin's suggestion.


THE THUNDERBOLT- 1940s
PL 14 (169)
ST 10 DEX 14 (+2) CON 24 (+7) INT 14 (+2) WIS 10 CHA 10

Skills:
None

Feats:
None

Powers:
Flight 15 [30]
AP: Space Flight 15
Variable Power 14 (Multiple Traits) (Flaws: Limited- Pen-Wielder's Exact Orders) [70]
Protection 5 (Feats: Impervious) [10]
Immunity 11 (Starvation, Sleep, Life Support) [11]

Saves:
Toughness +7 (+12 Protection), Fortitude +7, Reflex +4, Will +3

Combat:
Attack +3, Damage +0 (+14 Powers), Defense +4, Initiative +2

Abilities: 22 / Skills: 12--3/ Feats: 4 / Powers: 121 / Saves: 5 /Combat: 14 (169)
Last edited by Jabroniville on Sat Nov 14, 2009 12:38 am, edited 2 times in total.
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Postby Jabroniville » Sun Jan 06, 2008 11:00 pm

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JAKEEM THUNDER- Modern-Day
PL 14 (58)

ST 8 (-1) DEX 12 (+1) CON 12 (+1) INT 10 WIS 10 CHA 8 (-1)

Skills:
Bluff 4 (+3)
Knowledge (Pop Culture) 4 (+4)

Feats:
Dodge Focus 2, Improved Defense, Improved Initiative, Luck 3

Powers:
"Thunderbolt Pen" Device 10 (easy to lose) (Drawbacks: Power Loss- "So Cool!" -3) [27]
Summon Minion 12 (Extras: Fanatical, Heroic)-- 48 pp

Saves:
Toughness +1, Fortitude +3, Reflex +3, Will +4

Combat:
Attack +3, Damage +0, Defense +4 (+6 Dodge), Initiative +5

Abilities: 0 / Skills: 8--2/ Feats: 7 / Powers: 27 / Saves: 8 /Combat: 14 (58.)

-Jakeem Thunder, created for a JLA story by Grant Morrison, suffers from alot of the same problems his predecessor does. Too powerful (ESPECIALLY with modern-day writing styles) to be left fighting, the former "J.J." has been KO'd in the opening salvo of a fight more often than any other hero I can possibly remember. Seriously, in almost every battle I've read, he's either taken out right away (Mordru cutting his throat, the Enemies of Man attacking the JLA/JSA meeting) or can't figure out 'the right thing to say' (vs. Solomon Grundy or the King of Tears), thus necessitating him being written out of stories or being 'away with his aunt'. Kind of sad, since he's not THAT bad a character (they went a little too far with the "little black punk kid who acts like he's tough" thing, making him annoying, early on, but they settled out of it once he matured), but really, what're they gonna do?

-Just a little bit of tweaking from Johnny creates Jakeem as a smaller, weaker version, with the same T-Bolt powers as the former. I could've statted the "Johnny Thunderbolt" version, but that seems to have fallen by the wayside after that "Fifth Dimension War" thing that was VERY briefly done in JSA (seriously, it was like shoved into another Mordru fight for like two issues- hardly like the JSA-like world shattering stories of old).

THE THUNDERBOLT- Modern-Day
PL 14 (169)
ST 10 DEX 14 (+2) CON 24 (+7) INT 14 (+2) WIS 10 CHA 10

Skills:
None

Feats:
None

Powers:
Flight 15 [30]
AP: Space Flight 15
Variable Power 14 (Multiple Traits) (Flaws: Limited- Pen-Wielder's Exact Orders) [70]
Protection 5 (Feats: Impervious) [10]
Immunity 11 (Starvation, Sleep, Life Support) [11]

Saves:
Toughness +7 (+12 Protection), Fortitude +7, Reflex +4, Will +3

Combat:
Attack +3, Damage +0 (+14 Powers), Defense +4, Initiative +2

Abilities: 22 / Skills: 12--3/ Feats: 4 / Powers: 121 / Saves: 5 /Combat: 14 (169)
Last edited by Jabroniville on Sat Nov 14, 2009 12:39 am, edited 2 times in total.
Jabroniville
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Postby Libra » Mon Jan 07, 2008 8:41 am

Keep up the good work Jabronville. :D
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